Senior 3D Artist with 6+ years of experience creating photorealistic digital twins, immersive environments, and production-ready 3D assets for real-time rendering, VR/AR, and large-scale AI research datasets. Skilled in photogrammetry, PBR pipelines, procedural asset generation, and cross-disciplinary collaboration. Recognized for elevating pipeline quality, enabling data-driven decisions, and delivering highly accurate, scalable 3D content.
Project: Articulated Object Dataset
Contributed to early R&D for procedural asset generation using Blender Geometry Nodes.
Developed and refined procedural model + material generators, leading to the creation of 10,000+ articulatable models used in vision/robotics datasets.
Helped establish a scalable, programmatic approach to asset creation for large datasets.
Project: Digital Twin Catalog
Successfully shipped 150+ cleaned-up scans for a large-scale, sub-millimeter-accurate dataset for 3D object reconstruction and egocentric machine perception research, using Blender and Substance Painter.
Analyzed status errors and dataset inconsistencies to ensure data integrity, delivering accurate pipeline efficiency metrics to project stakeholders.
Conducted a detailed comparison study of potential fixes for scanning errors, as well as an in-depth evaluation of different scanners, applying a data-driven approach to enable ROI decision-making.
Continuously worked with the operations team in selecting objects best suited for scanning, ensuring the right amount and variety of assets were delivered for the demos.
Project Aria Digital Twin focuses on creating high-fidelity photorealistic 3D digital twins of spaces for the Metaverse, providing highly accurate ground-truth datasets, powering AR research
Responsibilities include creating high-fidelity photorealistic 3D digital twins of spaces for the Metaverse
Scan data processing and cleanup, modeling from scans and retopology using FARO SCENE, Blender, and Houdini
Gathering photogrammetry data, baking textures, aligning and processing it in Reality Capture. 3D modeling, unwrapping, texturing photorealistic environment and prop assets for rendering and real-time use in Maya, Blender, Substance Painter and SpeedTree
Inspecting and retouching vendor-created assets. Providing vendors with detailed feedback
Assembling NVIDIA Omniverse, Unreal Engine and Unity scenes using Blender and Houdini
Rendering photorealistic scenes and compiling presentation materials using Adobe Photoshop and Adobe AfterEffects
Creating documentation on pipeline best practices for use by other Technical Artists and adjacent teams
Working with the engineering and operations teams to develop and improve current workflows and tooling
Collaborating with stakeholders to estimate and delegate work in order to meet deadlines
Helping ramp up new team members and franchisees, ensuring successful knowledge transfer
Part of a large team of 3D Artists creating 360 renders of furniture for use on Amazon storefronts, VR applications and machine-learning datasets
Responsibilities included creating and retouching 3D assets and materials for use in web-based, real-time applications, and photorealistic renderings
3D modeling, unwrapping, texturing, lighting realistic static models in a fast-paced production environment using Maya, ZBrush & Substance Painter
Providing the development team with feedback on internal features and workflow optimization, as well as assisting management in task distribution and facilitating meetings
Testing and QA of products developed for the virtual workstation platform
Development of 2D and 3D assets and marketing materials for vendors and customers
Research, documentation and reporting of current trends in the digital artist community, latest software, partners and competition
Developing software vendor relationships through outreach, on-boarding, testing and providing support for current and perspective partners
Improving existing workflows and organizational systems, providing the development team with feedback
Co-creator of a VR simulator game made for HTC Vive, Oculus Rift, and Windows MR using the Unreal Engine. Released to market on Steam in August 2018, demoed at PAX 2018
3D asset creation and optimization, PBR and procedural materials, levels assembly and environments, effects and lighting, concept art, graphic design, marketing materials
Software used includes Maya, Blender, Substance Painter, Substance Designer, UE4, Photoshop, AfterEffects
• Responsibilities include ensuring artistic consistency, custom asset design, texturing and retopology of existing assets, optimization of assets and textures for optimal performance for use in Augmented Reality applications
• Tools used: Blender, Photoshop, Substance Painter, Unity, Git for source control
• Photography and Photoshop used for creating 2D promotional materials
• Project “Tales of Lunea" is an immersive VR multi-player open world experience developed for HTC Vive and Oculus VR systems using the Unreal game engine
• Presented at PAX West 2017, IFest 2017 and Power of Play 2017, GE2 2016
• Responsibilities included ensuring artistic consistency, managing a team of up to ten artists, custom asset design, texturing and retopology of existing assets, optimization of assets and textures for scalable performance in VR
• Tools used: Blender, Maya, Substance Painter, Substance Designer, World Machine, Marvelous Designer, Photoshop, UE4, SVN
www.talesoflunea.com
• Project “Trek” was developed as a part of a Game Development Club at Lake Washington Technical Institute and was successfully presented at PAX2016, IFest 2016 and Power of Play 2016
• Directed the overall stylistic of a VR experience based on the movie Labyrinth (1986) using Unreal Engine and Oculus Rift DK-2
• Managed the work of five student artists, development schedules, technical and stylistic requirements
• Developed in-game assets using Maya, Photoshop, Substance Designer & Substance Painter